理性与直觉处理:认知负荷和道德显著性对游戏内攻击性和内疚感的影响

IF 1.7 4区 心理学 Q2 COMMUNICATION Journal of Media Psychology-Theories Methods and Applications Pub Date : 2019-01-01 DOI:10.1027/1864-1105/a000215
M. Krcmar, A. Eden
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引用次数: 10

摘要

本研究探讨了两个主要的理论命题。首先,我们测试了Hartmann(2011年,2012年)的观点,即电子游戏是通过两个独立的认知系统进行处理的:系统1,自动系统和系统2,理性系统。具体来说,我们使用了认知负荷操作来测试直觉道德反应,如内疚和拟人化是否在系统1中被处理。其次,我们利用道德基础理论来检验关心显著性对罪恶感和游戏内攻击的影响。通过实验设计(n = 94),结果表明,在认知负荷条件下,玩家的游戏内攻击性有所降低。对内疚和拟人化的影响是相同的,尽管影响很小。在道德基础方面,我们发现关心突出性与游戏中的攻击性并无负相关,而是与负罪感直接相关,这表明更强调关心的道德基础会导致更大的负罪感。此外,拟人化与负罪感呈正相关,与游戏内攻击性呈负相关。
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Rational Versus Intuitive Processing: The Impact of Cognitive Load and Moral Salience on In-Game Aggression and Feelings of Guilt
This study explored two main theoretical propositions. First, we tested Hartmann’s (2011, 2012) notion that video games are processed via two separate cognitive systems: System 1, the automatic system, and System 2, the rational system. Specifically, we used a cognitive load manipulation to test if intuitive moral responses such as guilt and anthropomorphism are processed in System 1. Second, we utilized moral foundations theory to test the effect of care salience on guilt and in-game aggression. Using an experimental design (n = 94), the results indicate that under conditions of cognitive load, players had somewhat lower in-game aggression. Effects on guilt and anthropomorphism were in the same direction, albeit with small effects. In terms of moral foundations, we found that care salience was not negatively related to in-game aggression but was directly related to guilt, indicating that greater emphasis on the moral foundation of care resulted in greater guilt. Also, anthropomorphism was positively related to experienced guilt and negatively related to in-game aggression.
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来源期刊
CiteScore
3.20
自引率
11.80%
发文量
42
期刊介绍: Journal of Media Psychology (JMP) is committed to publishing original, high-quality papers which cover the broad range of media psychological research. This peer-reviewed journal focuses on how human beings select, use, and experience various media as well as how media (use) can affect their cognitions, emotions, and behaviors. Submissions must substantially advance the current state-of the art on a theoretical and/or an empirical level. To name just a few typical fields and domains of inquiry, the Journal of Media Psychology considers manuscripts dealing with research on entertainment, computer-mediated communication (including social media), human-computer interaction, e-learning, computer and video games, virtual environments, or advertising. The journal is also open to research from neighboring disciplines as far as this work ties in with psychological concepts of the uses and effects of the media. Submissions of comparative work, e.g., crossmedia, cross-gender, or cross-cultural, are encouraged. Moreover, submissions including alternative analysis procedures such as the Bayesian approach are welcome. Starting in 2015, the pre-registration of research plans will also be possible. To ensure short turn-around cycles for manuscript review and fast publication, the Journal of Media Psychology relies heavily upon electronic communication and information exchange, starting from electronic submission and continuing throughout the entire review and production process.
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